Hi there,
I would love to get our existing 4.16 game project running as a UWP project. I have:
- Got the latest UWP UE4 Engine from GitHub
- Run setup.bat
- Registered the UWP Engine folder as an engine installation
- Changed the engine association of our existing project to the UWP Engine
- Right clicked on our existing project and selected "Generate Visual Studio Project Files" which completed successfully
- Opened the solution file in VS2015
- Cleaned the solution
- Set our game project as the startup project and hit build
I get the following error:
2> Module.UWPDeviceDetector.cpp
2>C:\P4\IDA_UWP\Engine\Intermediate\Build\Win64\UE4Editor\Development\UWPDeviceDetector\Module.UWPDeviceDetector.cpp : fatal error C1093: API call 'ImportFile' failed '0x80070002': ErrorMessage: The system cannot find the file specified.
2>
2>
2> Description: The system cannot find the file specified.
2> HelpFile: complib.hlp
2>dbsbuild : error : aborting build on error (2)
2>ERROR : UBT error : Failed to produce item: C:\P4\IDA_UWP\Engine\Intermediate\Build\Win64\UE4Editor\Development\UE4Editor-MovieSceneTools.lib
2> Total build time: 35.58 seconds (SNDBS executor: 0.00 seconds)
Has anyone else experienced this?
Phil
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Jerry.Richards repliedTrying to read the leaderboard now using the Stats Manager. Since ReadLeaderboardsAroundUser wasn't implemented I decided to replace its function body:
Code:bool FOnlineLeaderboardsLive::ReadLeaderboardsAroundUser(TSharedRef<const FUniqueNetId> Player, uint32 Range, FOnlineLeaderboardReadRef& ReadObject) { //UE_LOG_ONLINE(Warning, TEXT("FOnlineLeaderboardsLive::ReadLeaderboardsAroundUser is currently not supported.")); if (!LiveSubsystem) return false; const FOnlineIdentityLivePtr Identity = LiveSubsystem->GetIdentityLive(); if (!Identity.IsValid()) return false; const FUniqueNetIdLive UserLive(Player.Get()); Windows::Xbox::System::User^ XBoxUser = Identity->GetUserForUniqueNetId(UserLive); if (!XBoxUser) return false; Microsoft::Xbox::Services::XboxLiveContext^ LiveContext = LiveSubsystem->GetLiveContext(XBoxUser); if (LiveContext == nullptr) return false; Microsoft::Xbox::Services::Statistics::Manager::StatisticManager^ mgr = Microsoft::Xbox::Services::Statistics::Manager::StatisticManager::SingletonInstance; if (mgr != nullptr) { FOnlineLeaderboardRead olr = ReadObject.Get(); TArray<FColumnMetaData> cols = olr.ColumnMetadata; for (FColumnMetaData data : olr.ColumnMetadata) { mgr->GetLeaderboard(LiveContext->User, data.ColumnName, ); } return true; } return false; }
Unfortunately I need a third parameter for the mgr->GetLeaderboard(LiveContext->User, data.ColumnName, ); call.
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jsyarrow repliedThat would go to the regular log file. For UWP without a cook server this is %localappdata%\Packages\{Package_Family_Name}\LocalState\{Project_Name}\Saved\Logs\{Project_Name}.log. You should also see it in the Project Launcher output window if running using the Project Launcher, or in the debugger output window if running under the debugger.
Sounds, though, as if an error is not the problem. I suspect the stat is not actually getting the 'Feature on players' profile' flag, and it sounds as though there may be no way to apply that in the current UI for Creators Program titles. Have you had a chance to try retrieving the stat in your own code yet, (e.g. via StatisticManager::GetLeaderboard)?
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Jerry.Richards replied[MENTION=494622]jsyarrow[/MENTION] - where can I find the log written to in the below code:
Code:Microsoft::Xbox::Services::Statistics::Manager::StatisticManager^ mgr = Microsoft::Xbox::Services::Statistics::Manager::StatisticManager::SingletonInstance; if (mgr != nullptr) { auto EventList = mgr->DoWork(); for (auto Event : EventList) { if (Event->ErrorCode != 0) { UE_LOG_ONLINE(Warning, TEXT("DoWork error: %s"), Event->ErrorMessage->Data()); : } } }
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jsyarrow repliedIt will be something like:
Code:auto EventList = Manager->DoWork(); for (auto Event : EventList) { if (Event->ErrorCode != 0) { // Event->ErrorMessage should have more details } }
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Jerry.Richards repliedOriginally posted by jsyarrow View Post- Make sure you've checked the box to 'Feature on players' profiles'
I've seen this mentioned and other peculiarities in the documentation yet it isn't visible on mine. I was hoping that a Dev Center Portal update was coming.
Originally posted by jsyarrow View Post- If you're not already, you should capture and process the returned events from the DoWork call on the StatisticsManager. These might provide some clue if there's an error encountered.
- Try retrieving the leaderboards in your own code - this will be the only way to display global leaderboards in any case, since the dash/Xbox App focuses on social.
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jsyarrow repliedA few ideas on the stats update:
- Make sure you've checked the box to 'Feature on players' profiles'
- If you're not already, you should capture and process the returned events from the DoWork call on the StatisticsManager. These might provide some clue if there's an error encountered.
- Try retrieving the leaderboards in your own code - this will be the only way to display global leaderboards in any case, since the dash/Xbox App focuses on social.
You beat me to it on deployment to Xbox. There are indeed some limitations on package size at the moment, and using a network share or deploying loose files are the best options for working around them.
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Jerry.Richards replied[MENTION=494622]jsyarrow[/MENTION] - A smaller application size worked. I was able to build and deploy the UWP Third Person sample onto my Xbox:
And running on the Xbox:
This confirms (mostly) that my steps are correct, and my setup is working.
The test game size is: 85.4 MB
The actual game size is: 3.53 GB
When I try to deploy my game the Xbox Device Portal timesout. Is there something I can do?
[EDIT]
With Windows Explorer I can copy my AppX file but I don't know where it should be copied to and how to install it (yet):
[EDIT]
Using Register a game from a shared network location on the Xbox One Dev Mode console I am able to install my game, which is 3.53GB in size.
For those that may not know, this is a two step process:
1. Share the folder:
a. From Windows Explorer right-click the folder name and select Share with and Specific people...
2. Enter the needed location and credentials on the Xbox One:
a. Select Register a game from a shared network location
b. At the Add a network share screen enter the location to the AppX manifest, for example, \\COMPUTERNAME\Releases\2017.07.08.UWP\LongshotHero
c. At the Username enter: COMPUTERNAME\username, and passwordLast edited by Jerry.Richards; 07-10-2017, 01:17 PM.
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Jerry.Richards replied -
Jerry.Richards replied[MENTION=494622]jsyarrow[/MENTION] - As mentioned above, I added FTickableGameObject to the FOnlineLeaderboardsLive class, along with a couple of other support functions:
Code:class FOnlineLeaderboardsLive : public IOnlineLeaderboards, public FTickableGameObject { public: virtual void Tick(float DeltaTime) override; virtual bool IsTickable(void) const override; virtual TStatId GetStatId(void) const override; } bool FOnlineLeaderboardsLive::IsTickable(void) const { return true; } TStatId FOnlineLeaderboardsLive::GetStatId(void) const { static TStatId statId; return statId; } void FOnlineLeaderboardsLive::Tick(float DeltaTime) { Microsoft::Xbox::Services::Statistics::Manager::StatisticManager^ mgr = Microsoft::Xbox::Services::Statistics::Manager::StatisticManager::SingletonInstance; if (mgr != nullptr) mgr->DoWork(); }
With that should I be able to see my Leaderboard updates (assuming I did it correctly)?
[EDIT]
According to the content on this page:
https://developer.microsoft.com/en-u...ve-experiences
the stats should be visible on the Xbox One dashboard, and on the Xbox app on Windows 10. Unfortunately I don't see it. I've been re-reading several pages with no luck seeing the stat:
https://developer.microsoft.com/en-u.../data-platform
https://developer.microsoft.com/en-u...7/player-stats
https://developer.microsoft.com/en-u...stats-updating
Is there a difference between the C# (https://github.com/Microsoft/xbox-live-api-csharp) and C++ (https://github.com/Microsoft/xbox-live-samples) API's?
This may be a dumb question. . .but could I be inadvertently using the wrong libs/dlls? I would think that the underlying call to the service would be the same though regardless of which was used.
[MENTION=494622]jsyarrow[/MENTION] - I don't think the update to the leaderboard/achievements is working. I read the documentation and my settings look right but I don't see any indication on the Xbox for Windows 10 Achievements. Are you able to investigate this on your side?Last edited by Jerry.Richards; 07-08-2017, 10:56 AM.
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Jerry.Richards repliedOriginally posted by jsyarrow View PostI haven't had a chance to play with the new StatisticsManager API yet, but from a quick look at the header I'd guess you're missing a call to AddLocalUser.
Originally posted by jsyarrow View PostAlso make sure that you're regularly calling the DoWork method, probably from a Tick method on FOnlineLeaderboardsLive.
Btw, where would I see the posting? I don't see anything in the Xbox Live portal on my Windows machine nor anywhere on the Dev Portal.
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jsyarrow repliedI haven't had a chance to play with the new StatisticsManager API yet, but from a quick look at the header I'd guess you're missing a call to AddLocalUser.
Also make sure that you're regularly calling the DoWork method, probably from a Tick method on FOnlineLeaderboardsLive.
The SocialManager-based implementation of FOnlineFriendsLive might be a decent example of how to deal with these manager objects.
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Jerry.Richards repliedStatisticManager::SetStatisticIntegerData throws a "User not found in local map" exception:
The code is fairly straightforward:
Code:bool FOnlineLeaderboardsLive::WriteLeaderboards(const FName& SessionName, const FUniqueNetId& PlayerId, FOnlineLeaderboardWrite& WriteObject) { UNREFERENCED_PARAMETER(SessionName); if (!LiveSubsystem) return false; const FOnlineIdentityLivePtr Identity = LiveSubsystem->GetIdentityLive(); if (!Identity.IsValid()) return false; const FUniqueNetIdLive UserLive(PlayerId); Windows::Xbox::System::User^ XBoxUser = Identity->GetUserForUniqueNetId(UserLive); Microsoft::Xbox::Services::XboxLiveContext^ LiveContext = LiveSubsystem->GetLiveContext(XBoxUser); if (LiveContext == nullptr) return false; Microsoft::Xbox::Services::Statistics::Manager::StatisticManager^ mgr = Microsoft::Xbox::Services::Statistics::Manager::StatisticManager::SingletonInstance; if (mgr != nullptr) { for (FStatPropertyArray::TConstIterator item(WriteObject.Properties); item; ++item) { Platform::String^ itemName = ref new Platform::String(*item->Key.GetPlainNameString()); int32 itemValue; item->Value.GetValue(itemValue); long long llValue; llValue = itemValue; mgr->SetStatisticIntegerData(LiveContext->User, itemName, llValue); } mgr->RequestFlushToService(LiveContext->User); return true; } return false; }
Am I using the call to GetLiveContext with the user correctly?
I've also tried using LiveSubsystem->GetDefaultLiveContext() but that didn't work either.
Any help is appreciated.
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